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Graphics Settings: Balance Performance & Visual Quality The settings that control graphics quality determine the smoothness of multiplayer gameplay. A flawless multiplayer experience combined with outstanding visuals can be achieved through proper graphics optimization in Unity environments.
Since the last post I’ve been working on the terrain’s vegetation. This is mostly caused by the state changes done between the draw calls (such as switching to a different Material), which causes resource-intensive validation and translation steps in the graphics driver. It was easy to set up and on low cost.
With Offworld Trading Company, because the game had random maps, each game started with a short exploration phase where you scan the map and found your colony with only part of the terrain revealed. Well, in Valorant, all animations, graphical effects, and sounds are only visible to the purchaser. Your enemies don’t see them.
Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Both indirect light and voxel reflections are provided by this technique.
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